#include "hlsl/Lights.hlsli"

struct PSInput {
	float4 mPosH : SV_POSITION;
	float2 mTexC : TEXCOORD;
};

SamplerState gSampler : register(s0);

Texture2D gTexture : register(t0);

float4 
main(in PSInput input) : SV_TARGET {
	// Sample texture for current pixel
	const float4 texColor = gTexture.Sample(gSampler, input.mTexC);

	return texColor;
}